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Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5169610" data-attributes="member: 85539"><p>[sblock=Computer Issues Resolved?]Well, that was annoying. Maptool got into some kind of endless memory usage loop with my previous campaign file. So, to save time re-doing, and also to avoid the same issue, I used a screenshot of the map as the background. As a result, if combat strays off the Wind's Wil, it's going to look crappy. Sorry. </p><p></p><p>Speaking of which, the other ship is much taller, so getting from the Will to it's deck will require some kind of grappling hook. </p><p>[/sblock][sblock=Kruk]I agree with your logic, and I gave you your action point back.[/sblock]</p><p></p><p>Nodding to Wil, Porse said, <span style="color: Purple"><strong>"Looks like you've got this covered. We'll wait below deck. Come on boys!"</strong></span> Without a moment to spare, the Captain's mate jumped down into the cargo hold and scrambled out of sight. The two deck hands followed suit.</p><p></p><p>The Pirate Captain smiled after Kane's attack. <span style="color: DarkRed"><strong>"A flying bugbear. Don't see that everyday. I'll be sure to hang your head in my quarters."</strong></span></p><p></p><p>Captain Smargat shifted around to flank Kane, whipping his chains around the barbarian's legs and yanking hard. The attack threw Kane to the deck and sent him sliding to the rail. The captain performed an unorthodox pirouette at the same time, moving closer to the port rail. <strong><span style="color: DarkRed">"Take the dwarf, Matey,"</span></strong> The captain ordered, then bellowing over his shoulder back at the pirate ship,<span style="color: DarkRed"><strong> "AND ON WITH THE REST OF YOU LIVERY DOGS!"</strong></span></p><p></p><p>The 1st Mate nodded to the captain's orders, but as he turned to face Kruk, blood poured from his nose. The pirate haphazardly wiped his face with his forearm, then lunged forward. The pirates arms were a blur to the others as he attacked, side stepped, attacked again, side stepped back, and attacked once more. But the small fencer's blades could not get past the dwarf's heavy defenses. </p><p></p><p>On queue from the captain's orders, a pirate with a long spear swung from a rope onto the boat; The rope quickly retracted back by a pirate deck hand. A second pirate leaped from the deck of the higher pirate ship onto the rear of the Wind's Will. </p><p></p><p>To cover their advance, the pirate archers let loose a rain of bolts across the deck, targeting Hergunna and Kruk. Two bolts struck Hergunna: one in the left shoulder and one in her check. Only one hit Kruk, but it found a gap in the dwarfs armor, hitting his neck.</p><p></p><p>[sblock=Mechanics] </p><p>Captain Smargat</p><p>Effect: takes 5 ongoing</p><p>Move: Shift to G19</p><p>Standard: Flail Trip vs kane</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2502316/" target="_blank">1d20+11+2=32</a> (forgot -2)</p><p>Damage: <a href="http://invisiblecastle.com/roller/view/2502316/" target="_blank">2d10+7=15</a></p><p>Effect on Kane: knocked Prone. Slide to F19</p><p>Effect on Smargat: Shift to H19</p><p>Save vs ongoing: <a href="http://invisiblecastle.com/roller/view/2502322/" target="_blank">1d20=17</a></p><p></p><p>Pirate 1st Mate</p><p>Effect: takes 5 ongoing</p><p>Standard: Muddling Slash vs Kruk</p><p>Attack: <a href="http://invisiblecastle.com/roller/view/2502329/" target="_blank">1d20+11+2=24</a> (forgot -2) Miss</p><p>AP: Fencing Strikes</p><p>Attack1: <a href="http://invisiblecastle.com/roller/view/2502363/" target="_blank">1d20+11+2-2=19</a> Miss</p><p>Attack2: <a href="http://invisiblecastle.com/roller/view/2502363/" target="_blank">1d20+11+2-2=12</a> Miss</p><p>Attack Shifts: He shifts over and back, so his net position does not change</p><p>Move: Shift to G20</p><p>Save vs ongoing: <a href="http://invisiblecastle.com/roller/view/2502364/" target="_blank">1d20=16</a></p><p></p><p>Javelin Dancer</p><p>Move: to H21</p><p></p><p>Pirate Quartermaster</p><p>Move: to I21</p><p></p><p>Pirate Archer L21</p><p>Standard: Quickshot vs Hergunna and Kruk</p><p>Wil Interupt Virtue of Prescience on Hergunna. +2 to AC</p><p>Attack Hergunna: <a href="http://invisiblecastle.com/roller/view/2502365/" target="_blank">1d20+11-2=18</a> Miss</p><p>Damage: N/A </p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2502365/" target="_blank">1d20+11-2=21</a> Miss</p><p></p><p>Pirate Archer K23</p><p>Standard: Quickshot vs Hergunna and Kruk</p><p>Attack Hergunna: <a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">1d20+11-2=14</a> Miss</p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">1d20+11-2=20</a> Miss</p><p></p><p>Pirate Archer K24</p><p>Standard: Quickshot vs Hergunna and Kruk</p><p>Attack Hergunna: <a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">1d20+11-2</a><a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">=20</a></p><p> Damage: <a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">1d8+5</a><a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">=7</a></p><p>Attack Kruk: <a href="http://invisiblecastle.com/roller/view/2502366/" target="_blank">1d20+11-2=29</a> CRIT</p><p> Damage: 1d8+5= 13</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: G18 <span style="color: Lime">40/40</span> HS 10/10 AP 1 MW 2/2 </p><p> Hergunna: I10 <span style="color: Lime">39/46</span> HS 9/9 AP 1 </p><p> Kane: F19 <span style="color: Lime">38/53</span> HS 10/10 AP 0, <span style="color: Yellow">Prone</span></p><p> Kruk: F20 <span style="color: Lime">42/55 </span>HS 12/12 AP 1</p><p> Carolina: G10 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p> </p><p> <strong>Enemies:</strong></p><p> Captain Smargat: H19 <span style="color: Lime">131/178 </span>AP 1, </p><p> Pirate 1st Mate: <span style="color: White">G20 </span><span style="color: Lime"><span style="color: DarkRed">65/136</span> </span>AP 0, <span style="color: DarkRed">Bloodied</span>, </p><p> Javelin Dancer: H21 <span style="color: Lime">70/70</span> Jav <span style="color: Plum">3/3</span></p><p>Pirate Quartermaster: I21 <span style="color: Lime">82/82 </span></p><p> Pirate Archer: L21 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">18/20</span></p><p>Pirate Archer: K23 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">18/20</span></p><p>Pirate Archer: K24 <span style="color: Lime">45/45 </span>Bolts <span style="color: Plum">18/20</span></p><p></p><p><span style="color: DimGray"><s>Thug: G20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p><span style="color: DimGray"><s>Thug: I20</s> </span><span style="color: DimGray">0/1 Dead</span></p><p> </p><p> [/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron2-1-3.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Captain Smargat</strong></p><p>Medium natural humanoid, human Level 8 Elite Skirmisher</p><p>Initiative +9 Senses Perception +6</p><p>HP 178; Bloodied 89</p><p>AC 22; Fortitude 21, Reflex 20, Will 20</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Flail (standard, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2.</p><p><strong>Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon</strong></p><p>+11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. </p><p><strong>Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon</strong></p><p>+13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack.</p><p><strong>Whirling Escape (free, when a melee or close attack misses smargat; at-will)</strong></p><p>Smargat shifts 1 square.</p><p></p><p><strong>Pirate 1st Mate </strong>(Reskin: Amreth Gaunt)</p><p>Medium natural humanoid, human Level 6 Elite Skirmisher (Leader)</p><p>Initiative +9 Senses Perception +11</p><p>HP 136; Bloodied 68</p><p>AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks</p><p>Saving Throws +2</p><p>Speed 6</p><p>Action Points 1</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+11 vs AC; 2d6+5 damage.</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>+11 vs AC; 2d4+5 damage.</p><p><strong>Dagger (standard, at-will) Weapon</strong></p><p>Ranged 5/10; +11 vs AC; 2d4+5 damage.</p><p><strong>Fencing Strikes (standard, at-will) Weapon</strong></p><p>Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack.</p><p><strong>Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon</strong></p><p>Gaunt can shift 1 square before the attack; he gains combat advantage against the target (included in attack and damage); targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn.</p><p><strong>Muddling Slash (standard; requires short sword, encounter) Weapon</strong></p><p>+11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares.</p><p><strong>Blinding Bomb (standard, at-will) Weapon</strong></p><p>Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks.</p><p><strong>Ignoble Escape (move; encounter)</strong></p><p>Gaunt ends any marked condition currently affecting him, and he shifts 6 squares.</p><p><strong>Combat Advantage</strong></p><p>Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against.</p><p><strong>Quick Draw</strong></p><p>Gaunt can draw an item as part of the same action required to use that item.</p><p></p><p><strong>Pirate Archers </strong>(reskin: Chevkos's Crossbowman) </p><p>Medium natural humanoid, human Level 4 Artillery</p><p>Initiative +6 Senses Perception +4</p><p>HP 45; Bloodied 22</p><p>AC 16; Fortitude 16, Reflex 18, Will 16</p><p>Speed 6</p><p><strong>Short Sword (standard, at-will) Weapon</strong></p><p>+9 vs AC; 1d6+2 damage.</p><p><strong>Crossbow (standard, at-will) Weapon</strong></p><p>15/30; +11 vs AC; 1d8+5 damage.</p><p><strong>Quick Shot (standard, encounter)</strong></p><p>The crossbowman makes crossbow attacks against two different targets.</p><p></p><p><strong>Pirate Quartermaster </strong>(reskin: Waterdeep Street Thug</p><p>Medium natural humanoid, human Level 7 Soldier</p><p>Initiative +9 Senses Perception +5</p><p>HP 82; Bloodied 41</p><p>AC 21; Fortitude 19, Reflex 20, Will 17</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn.</p><p><strong>Poisoned Dagger (standard, encounter) Poison, Weapon</strong></p><p>Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both).</p><p><strong>Rattling Smash (standard, encounter) Fear, Weapon</strong></p><p>+12 vs Will; 2d10+8 damage, and the target takes a –2 penalty to attack rolls until the end of its next turn. If the target was marked by the tough, the target is also dazed until the end of the tough’s next turn.</p><p></p><p><strong>Human Javelin Dancer</strong></p><p>Medium natural humanoid, human Level 6 Skirmisher</p><p>Initiative +8 Senses Perception +4</p><p>HP 70; Bloodied 35</p><p>AC 21; Fortitude 18, Reflex 19, Will 17</p><p>Speed 6</p><p><strong>Spear (standard, at-will) Weapon</strong></p><p>+11 vs AC; 1d8+3 damage.</p><p><strong>Mobile Attack (standard, at-will)</strong></p><p>The human javelin dancer shifts 3 squares and makes one spear attack during the move.</p><p><strong>Javelin (standard, at-will) Weapon</strong></p><p>Ranged 10/20; +12 vs AC; 1d6+3 damage.</p><p><strong>Adept Retreat</strong></p><p>A human javelin dancer does not grant combat advantage from running.</p><p><strong>Skirmish</strong></p><p>If a human javelin dancer ends its move at least 4 squares from the square where it started the move, its attacks deal 1d6 extra damage until the start of its next turn.</p><p><strong>Notable Equipment:</strong> Enduring Beast Armor +1 </p><p></p><p><strong>Thug</strong></p><p>Medium natural humanoid, human Level 8 Minion</p><p>Initiative +7 Senses Perception +4</p><p>HP 1; a missed attack never damages a minion.</p><p>AC 20; Fortitude 20, Reflex 20, Will 19</p><p>Speed 6</p><p><strong>Morningstar (standard, at-will) Weapon</strong></p><p>+11 vs AC; 7 damage.</p><p><strong>Beatdown (standard; requires combat advantage, at-will) Weapon</strong></p><p>+11 vs AC; 7 damage, and the thug knocks the target prone.</p><p>[/sblock][sblock=Notes on enemy interrupts]</p><p><strong>Captain Smargat</strong></p><p><strong></strong>1. Any melee attack will trigger his Parrying chains ability. Go ahead and roll the attack for this.</p><p>2. A missed melee or close attack will trigger his Whirling escape. I will decide if he uses these. </p><p></p><p><strong>1st Mate</strong></p><p>Any melee attack triggers the surprise counter, if it is charged. Go ahead of roll for this. Don't forget the bonuses to hit and damage for combat advantage. </p><p>[/sblock][sblock=Dim Light]</p><p> Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.</p><p> </p><p> So, all of the enemies will have -2 to hit everyone else.</p><p> [/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5169610, member: 85539"] [sblock=Computer Issues Resolved?]Well, that was annoying. Maptool got into some kind of endless memory usage loop with my previous campaign file. So, to save time re-doing, and also to avoid the same issue, I used a screenshot of the map as the background. As a result, if combat strays off the Wind's Wil, it's going to look crappy. Sorry. Speaking of which, the other ship is much taller, so getting from the Will to it's deck will require some kind of grappling hook. [/sblock][sblock=Kruk]I agree with your logic, and I gave you your action point back.[/sblock] Nodding to Wil, Porse said, [COLOR=Purple][B]"Looks like you've got this covered. We'll wait below deck. Come on boys!"[/B][/COLOR] Without a moment to spare, the Captain's mate jumped down into the cargo hold and scrambled out of sight. The two deck hands followed suit. The Pirate Captain smiled after Kane's attack. [COLOR=DarkRed][B]"A flying bugbear. Don't see that everyday. I'll be sure to hang your head in my quarters."[/B][/COLOR] Captain Smargat shifted around to flank Kane, whipping his chains around the barbarian's legs and yanking hard. The attack threw Kane to the deck and sent him sliding to the rail. The captain performed an unorthodox pirouette at the same time, moving closer to the port rail. [B][COLOR=DarkRed]"Take the dwarf, Matey,"[/COLOR][/B] The captain ordered, then bellowing over his shoulder back at the pirate ship,[COLOR=DarkRed][B] "AND ON WITH THE REST OF YOU LIVERY DOGS!"[/B][/COLOR] The 1st Mate nodded to the captain's orders, but as he turned to face Kruk, blood poured from his nose. The pirate haphazardly wiped his face with his forearm, then lunged forward. The pirates arms were a blur to the others as he attacked, side stepped, attacked again, side stepped back, and attacked once more. But the small fencer's blades could not get past the dwarf's heavy defenses. On queue from the captain's orders, a pirate with a long spear swung from a rope onto the boat; The rope quickly retracted back by a pirate deck hand. A second pirate leaped from the deck of the higher pirate ship onto the rear of the Wind's Will. To cover their advance, the pirate archers let loose a rain of bolts across the deck, targeting Hergunna and Kruk. Two bolts struck Hergunna: one in the left shoulder and one in her check. Only one hit Kruk, but it found a gap in the dwarfs armor, hitting his neck. [sblock=Mechanics] Captain Smargat Effect: takes 5 ongoing Move: Shift to G19 Standard: Flail Trip vs kane Attack: [URL="http://invisiblecastle.com/roller/view/2502316/"]1d20+11+2=32[/URL] (forgot -2) Damage: [URL="http://invisiblecastle.com/roller/view/2502316/"]2d10+7=15[/URL] Effect on Kane: knocked Prone. Slide to F19 Effect on Smargat: Shift to H19 Save vs ongoing: [URL="http://invisiblecastle.com/roller/view/2502322/"]1d20=17[/URL] Pirate 1st Mate Effect: takes 5 ongoing Standard: Muddling Slash vs Kruk Attack: [URL="http://invisiblecastle.com/roller/view/2502329/"]1d20+11+2=24[/URL] (forgot -2) Miss AP: Fencing Strikes Attack1: [URL="http://invisiblecastle.com/roller/view/2502363/"]1d20+11+2-2=19[/URL] Miss Attack2: [URL="http://invisiblecastle.com/roller/view/2502363/"]1d20+11+2-2=12[/URL] Miss Attack Shifts: He shifts over and back, so his net position does not change Move: Shift to G20 Save vs ongoing: [URL="http://invisiblecastle.com/roller/view/2502364/"]1d20=16[/URL] Javelin Dancer Move: to H21 Pirate Quartermaster Move: to I21 Pirate Archer L21 Standard: Quickshot vs Hergunna and Kruk Wil Interupt Virtue of Prescience on Hergunna. +2 to AC Attack Hergunna: [URL="http://invisiblecastle.com/roller/view/2502365/"]1d20+11-2=18[/URL] Miss Damage: N/A Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2502365/"]1d20+11-2=21[/URL] Miss Pirate Archer K23 Standard: Quickshot vs Hergunna and Kruk Attack Hergunna: [URL="http://invisiblecastle.com/roller/view/2502366/"]1d20+11-2=14[/URL] Miss Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2502366/"]1d20+11-2=20[/URL] Miss Pirate Archer K24 Standard: Quickshot vs Hergunna and Kruk Attack Hergunna: [URL="http://invisiblecastle.com/roller/view/2502366/"]1d20+11-2[/URL][URL="http://invisiblecastle.com/roller/view/2502366/"]=20[/URL] Damage: [URL="http://invisiblecastle.com/roller/view/2502366/"]1d8+5[/URL][URL="http://invisiblecastle.com/roller/view/2502366/"]=7[/URL] Attack Kruk: [URL="http://invisiblecastle.com/roller/view/2502366/"]1d20+11-2=29[/URL] CRIT Damage: 1d8+5= 13 [/sblock][sblock=Status] Wil Rando: G18 [COLOR=Lime]40/40[/COLOR] HS 10/10 AP 1 MW 2/2 Hergunna: I10 [COLOR=Lime]39/46[/COLOR] HS 9/9 AP 1 Kane: F19 [COLOR=Lime]38/53[/COLOR] HS 10/10 AP 0, [COLOR=Yellow]Prone[/COLOR] Kruk: F20 [COLOR=Lime]42/55 [/COLOR]HS 12/12 AP 1 Carolina: G10 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 [B]Enemies:[/B] Captain Smargat: H19 [COLOR=Lime]131/178 [/COLOR]AP 1, Pirate 1st Mate: [COLOR=White]G20 [/COLOR][COLOR=Lime][COLOR=DarkRed]65/136[/COLOR] [/COLOR]AP 0, [COLOR=DarkRed]Bloodied[/COLOR], Javelin Dancer: H21 [COLOR=Lime]70/70[/COLOR] Jav [COLOR=Plum]3/3[/COLOR] Pirate Quartermaster: I21 [COLOR=Lime]82/82 [/COLOR] Pirate Archer: L21 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]18/20[/COLOR] Pirate Archer: K23 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]18/20[/COLOR] Pirate Archer: K24 [COLOR=Lime]45/45 [/COLOR]Bolts [COLOR=Plum]18/20[/COLOR] [COLOR=DimGray][s]Thug: G20[/s] [/COLOR][COLOR=DimGray]0/1 Dead [s]Thug: I20[/s] [/COLOR][COLOR=DimGray]0/1 Dead[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron2-1-3.png[/IMG] [/sblock][sblock=Enemies] [B]Captain Smargat[/B] Medium natural humanoid, human Level 8 Elite Skirmisher Initiative +9 Senses Perception +6 HP 178; Bloodied 89 AC 22; Fortitude 21, Reflex 20, Will 20 Saving Throws +2 Speed 6 Action Points 1 [B]Flail (standard, at-will) Weapon[/B] +13 vs AC; 1d10+7 damage, and Smargat shifts 1 square. Reach 2. [B]Flail Trip (standard; requires a flail and combat advantage against the target, recharge 4,5,6 ) Weapon[/B] +11 vs Fortitude; 2d10+7 damage, and Smargat slides the target 1 square and the target falls prone. Smargat shifts 1 square. [B]Parrying Chains (immediate interrupt, when a melee attack hits or misses smargat; requires two flails, at-will) Weapon[/B] +13 vs AC; 1d10+5 damage, and Smargat gains a +2 bonus to the defense that the triggering attack targeted against the triggering attack. [B]Whirling Escape (free, when a melee or close attack misses smargat; at-will)[/B] Smargat shifts 1 square. [B]Pirate 1st Mate [/B](Reskin: Amreth Gaunt) Medium natural humanoid, human Level 6 Elite Skirmisher (Leader) Initiative +9 Senses Perception +11 HP 136; Bloodied 68 AC 21; Fortitude 17, Reflex 19, Will 18 ; +2 to all defenses against opportunity attacks Saving Throws +2 Speed 6 Action Points 1 [B]Short Sword (standard, at-will) Weapon[/B] +11 vs AC; 2d6+5 damage. [B]Dagger (standard, at-will) Weapon[/B] +11 vs AC; 2d4+5 damage. [B]Dagger (standard, at-will) Weapon[/B] Ranged 5/10; +11 vs AC; 2d4+5 damage. [B]Fencing Strikes (standard, at-will) Weapon[/B] Gaunt makes a short sword attack and a dagger attack (melee or ranged), and he shifts 1 square after each attack. [B]Surprise Counter (immediate interrupt, when hit or missed by a melee attack, recharge 5,6 ) Weapon[/B] Gaunt can shift 1 square before the attack; he gains combat advantage against the target (included in attack and damage); targets the triggering attacker; +13 vs AC; 3d6+4 damage, and the target grants combat advantage until the end of Gaunt’s next turn. [B]Muddling Slash (standard; requires short sword, encounter) Weapon[/B] +11 vs AC; 2d6+5 damage, and the target is slowed and grants combat advantage (save ends both), and it slides 2 squares. [B]Blinding Bomb (standard, at-will) Weapon[/B] Area burst 1 within 10; +8 vs Fortitude; the target treats all nonadjacent squares as lightly obscured until the end of Gaunt’s next turn. This attack doesn’t provoke opportunity attacks. [B]Ignoble Escape (move; encounter)[/B] Gaunt ends any marked condition currently affecting him, and he shifts 6 squares. [B]Combat Advantage[/B] Gaunt deals 2d6 extra damage when he hits a creature he has combat advantage against. [B]Quick Draw[/B] Gaunt can draw an item as part of the same action required to use that item. [B]Pirate Archers [/B](reskin: Chevkos's Crossbowman) Medium natural humanoid, human Level 4 Artillery Initiative +6 Senses Perception +4 HP 45; Bloodied 22 AC 16; Fortitude 16, Reflex 18, Will 16 Speed 6 [B]Short Sword (standard, at-will) Weapon[/B] +9 vs AC; 1d6+2 damage. [B]Crossbow (standard, at-will) Weapon[/B] 15/30; +11 vs AC; 1d8+5 damage. [B]Quick Shot (standard, encounter)[/B] The crossbowman makes crossbow attacks against two different targets. [B]Pirate Quartermaster [/B](reskin: Waterdeep Street Thug Medium natural humanoid, human Level 7 Soldier Initiative +9 Senses Perception +5 HP 82; Bloodied 41 AC 21; Fortitude 19, Reflex 20, Will 17 Speed 6 [B]Morningstar (standard, at-will) Weapon[/B] +14 vs AC; 1d10+5 damage, and target is marked until the end of the thug’s next turn. [B]Poisoned Dagger (standard, encounter) Poison, Weapon[/B] Ranged 5/10; +14 vs AC; 1d4+6 damage, ongoing 5 poison damage, and the target grants combat advantage (save ends both). [B]Rattling Smash (standard, encounter) Fear, Weapon[/B] +12 vs Will; 2d10+8 damage, and the target takes a –2 penalty to attack rolls until the end of its next turn. If the target was marked by the tough, the target is also dazed until the end of the tough’s next turn. [B]Human Javelin Dancer[/B] Medium natural humanoid, human Level 6 Skirmisher Initiative +8 Senses Perception +4 HP 70; Bloodied 35 AC 21; Fortitude 18, Reflex 19, Will 17 Speed 6 [B]Spear (standard, at-will) Weapon[/B] +11 vs AC; 1d8+3 damage. [B]Mobile Attack (standard, at-will)[/B] The human javelin dancer shifts 3 squares and makes one spear attack during the move. [B]Javelin (standard, at-will) Weapon[/B] Ranged 10/20; +12 vs AC; 1d6+3 damage. [B]Adept Retreat[/B] A human javelin dancer does not grant combat advantage from running. [B]Skirmish[/B] If a human javelin dancer ends its move at least 4 squares from the square where it started the move, its attacks deal 1d6 extra damage until the start of its next turn. [B]Notable Equipment:[/B] Enduring Beast Armor +1 [B]Thug[/B] Medium natural humanoid, human Level 8 Minion Initiative +7 Senses Perception +4 HP 1; a missed attack never damages a minion. AC 20; Fortitude 20, Reflex 20, Will 19 Speed 6 [B]Morningstar (standard, at-will) Weapon[/B] +11 vs AC; 7 damage. [B]Beatdown (standard; requires combat advantage, at-will) Weapon[/B] +11 vs AC; 7 damage, and the thug knocks the target prone. [/sblock][sblock=Notes on enemy interrupts] [B]Captain Smargat [/B]1. Any melee attack will trigger his Parrying chains ability. Go ahead and roll the attack for this. 2. A missed melee or close attack will trigger his Whirling escape. I will decide if he uses these. [B]1st Mate[/B] Any melee attack triggers the surprise counter, if it is charged. Go ahead of roll for this. Don't forget the bonuses to hit and damage for combat advantage. [/sblock][sblock=Dim Light] Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light. So, all of the enemies will have -2 to hit everyone else. [/sblock] [/QUOTE]
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Living 4th Edition
Adventure: Lord Byron's High-Seas High-Stakes (DM: Tenchuu, Judge: H.M.Gimlord)
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